The global ageing population presents a significant challenge and opportunity for cultural inclusion, demanding that museums extend beyond their physical boundaries to meet the needs of older adults who face diverse physical, cognitive, sensory, and technological barriers. In this context, Virtual Reality (VR) emerges as a transformative tool capable of democratising access to cultural heritage and mitigating social isolation. This paper explores the challenges of designing VR applications that promote inclusivity for a broad audience, with a particular emphasis on older individuals, who often encounter unique limitations. To address this complexity, this paper proposes an inclusive design framework structured around five critical dimensions: cognitive accessibility, sensory accessibility, physical accessibility, emotional inclusion, and technological inclusion. Specific strategies are detailed to overcome inherent challenges within each dimension, ranging from simplified narratives and calming environments to natural interactions and adaptable technology. The practical validity of this holistic, user-centred design framework is illustrated through a detailed case study: the “Torre de la Parada” museum application.
The potential of Virtual Reality (VR) as a tool for enhancing skills and promoting community participation has gained attention. This inquiry aims to assess the current state of research on the application of VR in inclusive urban design for people with intellectual disabilities (ID). The literature was synthesized, and three primary research questions were addressed using the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines. A total of 18 original research articles were identified from reputable sources, including Cyberpsychology & Behavior , Urban Studies and Virtual Reality . The inquiry found that VR interventions hold promise for promoting independent living skills, enhancing cognitive performance, and improving social skills. Additionally, it highlighted the importance of urban encounters for the well-being and autonomy of individuals with ID. However, this investigation also identified limitations, such as potentially excluding relevant studies published in non-English languages or non-peer-reviewed sources. In conclusion, this inquiry presents a comprehensive synthesis of the current literature on the use of VR in inclusive urban design for individuals with ID. The analysis presents findings that contribute to the understanding of the potential benefits and challenges associated with VR technology in this field.
Real-time lighting analysis is a crucial aspect of architectural design, as it allows designers to evaluate the lighting conditions of a space and identify potential problems or issues that may impact the appearance or function of the space. In this paper, we present an interactive tool for real-time lighting analysis using a game engine. Our tool provides users with a range of features for assessment of lighting conditions, using real-time global illumination, physically based materials, and post-processing techniques such as tonemapping and color grading provided by the game engine. This allows users to study the effect of different lighting conditions on the appearance of the space, and to identify areas of the space that may be too bright or too dim. Users can change the reflection properties of materials, the light characteristics of every luminaire, including intensity, color profile, color temperature, and IES photometric web. The user can walk interactively inside the virtual space to see how these changes affect the lighting distribution in the scene and/or the effect along a specific viewing direction. Light orientation can also be changed, including incoming sunlight. In addition to its usefulness for architects and lighting designers, our tool has the potential to be an educational tool for students in architecture. By allowing students to interactively modify the lighting conditions of space and study the effects of these changes, our tool can provide a valuable hands-on learning experience that helps students to understand better the principles of lighting design and analysis and the human visual perception system.
The architectural experience of visiting a virtual building and exploring its contents requires tools to provide visitors with accessible and pleasurable ways to conduct their stroll and facilitate the contemplation and enjoyment of the contents displayed. Natural user interfaces (NUI) are effective and engaging tools for interacting with digital content. In this paper, the authors combine their previous work in the research lines of natural user interfaces and assisted navigation, putting them together on a UX test scenario and studying their combined effect. The testbed consisted of an installation controlled using a depth camera for NUI interaction and applying an attractor-based approach of assisted navigation. The UX experiment consisted of five stages, with three test sets of increasing complexity. The system monitored and recorded the users' movements on each test during the experiment to extract quantitative data. After each task, users filled out specific questionnaires that provided qualitative information. The study also evaluates the influence of users' previous expertise on 3D video games in their performance taking the test. The results indicate the benefits of combining both technologies and how they enhance the virtual visit experience. Furthermore, the combined use of natural interaction and assisted navigation facilitates universal access to installations of this kind, frequently found in museums and exhibits, independently of previous user expertise in interactive 3D environments, such as video games.
This paper describes the results of a case study about how Assisted Navigation and Natural User Interfaces can facilitate user control in virtual architectural walkthroughs and improve the overall experience. This study combines the authors' previous research in these lines, studying the summed effect of both on a UX test scenario. The installation uses a depth camera for NUI interaction and applies an attractor based approach to assisted navigation. The analysis uses the data collected in an experiment with two test groups of participants considering their previous experience and gaming abilities. The experiment was composed of five stages, with three different test sets of increasing complexity. During the test, the system monitored and recorded the user movements to extract relevant data about time to complete the task, number of collisions and time spent in a collision condition. In addition, the users completed specifically questionnaires immediately after completion of tasks. The results indicate the benefits of combining both technologies enhancing the virtual visit experience. It also evaluates the effects of users' previous expertise on 3D video games in the results.
This paper describes a graphic application named Heighmap Examiner designed to help educate students on the computer graphics techniques that constitute the core of visualisation modules in GIS software. It applies various pixel-based algorithms over elevation datasets or heightmaps to obtain topographic and cartographic representations such as those made in professional software. The code is open and organised following this educational standpoint to let students understand and modify it if needed, even including new features to the application. This way, they can learn how modern topographical applications deal with terrain data under a computer graphics perspective to obtain contour maps, hypsometric maps, sunlight simulation, rain watersheds, etc., and also any combination of those. This paper describes the software’s overall organisation and the different algorithms applied to enhance performance and visual quality.The application has been used as part of the MSc curriculum in Civil Engineering being taught at our university.
Data in the educational context are becoming increasingly important in decision-making and teaching-learning processes. Similar to the industrial context, educational institutions are adopting data-processing technologies at all levels. To achieve representative results, the processes of extraction, transformation and uploading of educational data should be ubiquitous because, without useful data, either internal or external, it is difficult to perform a proper analysis and to obtain unbiased educational results. It should be noted that the source and type of data are heterogeneous and that the analytical processes can be so diverse that it opens up a practical problem of management and access to the data generated. At the same time, ensuring the privacy, identity, confidentiality and security of students and their data is a “sine qua non” condition for complying with the legal issues involved while achieving the required ethical premises. This work proposes a modular and scalable data system architecture that solves the complexity of data management and access. On the one hand, it allows educational institutions to collect any data generated in both the teaching-learning and management processes. On the other hand, it will enable external access to this data under appropriate privacy and security conditions.
This paper describes the results of a case study intended to compare three different user movement paradigms (metaphoric, symbolic and natural) designed to control the visit of virtual environments for a NUI-based museum installation. It also evaluates the effects of previous expertise with 3D video games in the results for users that took part in the study. The study evaluates the performance of each movement scheme for the navigation of the environment, the degree of intuitiveness perceived by the users, and the user experience. The analysis is based on the data collected in an experiment with 28 participants sorted into two groups, separating users with less previous expertise in 3D videogames from those who considered themselves as frequent players. During the experiment, the participants completed two different tasks with every movement scheme in random order. During the course of the test, the system monitored and recorded the user movements in order to extract relevant data about time to complete the task, number of collisions and time spent in a collision condition. A post-task questionnaire was carried out immediately after completion of every task. At the end of the session, users also took a test questionnaire. In addition, the authors asked users for general comments and recommendations for improvement. The results show that the natural movement scheme stands out as the most adequate for the contemplation of the virtual environment and the most balanced at a general level for the three variables considered. The symbolic scheme proved the most efficient. The natural movement scheme and symbolic scheme appear to be the most appropriate to navigate such digital environments as those present in museum installations for any kind of user.
This article presents a novel installation for the development of hybrid physical-numerical flood models in an augmented reality environment. This installation extends the concept introduced by the well-known Augmented Reality-SandBox (AR-Sandbox) module, which presents a more educational, and less research-based and professional application. It consists of a physical scale topography built in a sandbox into which other elements (such as buildings, roads or dikes) can be incorporated. A scanner generates, in real time, a Digital Terrain Model (DTM) from the sandbox topography, which serves as a basis for the simulation of overland flow using professional hydraulic software (Iber+). The hydraulic and hydrological parameters (surface roughness, inlet discharges, boundary conditions) are entered with a simple Graphical User Interface (GUI) developed specifically for this project, as indeed was the entire system that allows the visualization of the simulation results. This allows us to obtain quantitative results of flood extension and magnitude, which are represented directly over the physical topography, yielding a realistic visual effect. This installation is conceived for both educational and professional uses. An example of its use is presented, through which its accuracy can be appreciated, and which also illustrates its potential.
Architectural objects are composed of multiple and complex, heterogeneous elements. A wall, a floor, a window, are examples of the juxtaposition of several distinct elements that are put together to ensemble a single constructive part.Cross-sections in Architecture are usually made to achieve two different goals. On the one hand, a cross-section of a building is useful to display the arrangement of the spaces that compose it and its relation with the exterior volume that encompasses it. This kind of cross section commonly represents the inner parts of the constructive elements as being made of a single homogeneous material. They are commonly made so the section is painted with a single colour to identify the cut area. On the other hand, cross-sections are commonly used in a more technical way to describe how the different components of a constructive element are arranged. This class of cross sections are also called "construction sections" "detailed sections" "constructive sections" or "cutaways".Actually, we can find a few examples of CAD and architectural software capable to perform cross sections of a building of the first case aforementioned, but in a limited way.The authors have developed a cross section creation system that provides advanced features such as real–time interaction, multiplane sectioning, and progressive multilayer section cuts on highly realistic models.This paper describes such system and presents its implementation as a plugin for Unreal Engine 4, a videogame engine that is becoming highly popular for architectural visualization.An example of the use of this system is also displayed depicting the constructive structure of an historical heritage building, the famous Tholos of Delphi. The example demonstrates the suitability of the system not only for technical architectural visualization, but also to develop archaeological museums installations and other educational purposes.
Museum installations, especially those related to the display of virtual archaeology, often make use of natural user interaction (NUI). Those sets require methods of interaction that are intuitive and easy to all users, independent of their previous skills and experience with similar or related technologies. The use of depth cameras such as the Kinect system is a common way to allow visitors to move and interact within the digital replicas of buildings and spaces. This paper presents a study of User Experience (UX) applied to four movement schemes implemented on one such installation. For this research, a mixed method approach is used, using a sample of users segmented into three groups based on their previous skills and experience with video games. The four movement schemes studied combine a user gesture to move forward with another gesture for turning. The quantitative and qualitative data obtained for each movement scheme and user group were analyzed, and several usability metrics were combined to obtain a single UX score, which were then used to compare their performance and suitability for their use in the context of a museum.
This paper describes the use of Paseante, an autonomous agent for real-time assisted navigation inside virtual environments.In order to carry out its implementation, theories of human attention and environmental psychology were considered.
Virtual worlds are an environment for the realization of multiple social activities ranging from entertainment to education, economics, or even medicine. Such activities require virtual spaces and buildings for their development and are inhabited by avatars that stand in place of the user. The architecture of these virtual buildings is, for the most part, a replica of architecture in the real world, and yet the realm of the virtual is replete with opportunities to develop novel and imaginative forms of buildings. It is possible to better meet the requirements and needs of the users if they use formulas adapted to the potentialities of this world of information. In this emerging field of architectural design, there is still no theoretical framework that can guide the creators of virtual buildings. For this reason, the authors propose a possible starting point as it was done in classical times with the real-world architecture, following the example of Vitruvian triad, firmitas, utilitas venustas, which is complemented by the virtual and exclusive domain of virtual architecture.
In this paper, the authors propose a new way to navigate inside virtual architectural environments such as those used in the field of Virtual Archaeology. This approach is based on the study of human movement inside real buildings. Authors describe the design of a computer aided navigation system that could facilitate visitors of virtual reconstructions in taking their journey inside digital 3D environments in a more human-like manner. This research considers aspects related to human attention and non-linear narratives in order to develop a new computer aided navigation paradigm using excellent capabilities of real-time visualisation, interaction and human-computer interfacing provided by a game engine. This system obtains information from the virtual environment, which is perceptually enriched by the presence of metainformation associated to the importance in terms of interest of every part, space or element present in the scene. Using this tool, the designer of the experience can influence the user walkthrough in the virtual archaeological environment to meet the expectations of the visit, follow thematic paths or adapt to different user profiles.
This study analyzes and compares several gestural schemes using Kinect based interaction on virtual walkthroughs. The text describes the tests performed to measure the suitability of six different combinations of body gestures for moving and turning, and compares the results in terms of usability. The tests were carried out on a real existing virtual museum installation.
In this paper, the authors evaluate and compare two different paradigms of natural interaction, one metaphorical and one natural, in order to control the movement of the user inside a virtual model of an archaeological reconstruction. This work measures the two paradigm’s usability in order to use this installation in a museum environment. The system was implemented on a game engine enabling the use of a Kinect 2 depth camera to obtain user input by means of body gesture analysis.
Los desplazamientos realizados a los centros de ensenanza son unos de los comportamientos de movilidad mas sensibles debido a la vulnerabilidad de sus principales protagonistas: los ninos, y su interaccion con otros tipos de usuarios. Ademas, la temporalidad de estos movimientos es un factor de alto impacto, pues provoca problemas puntuales de congestion en zonas proximas a los colegios en las horas concretas de entrada y salida, por lo que se generan conflictos en la circulacion, poniendo en riesgo a usuarios, y a conductores y peatones del entorno. El domicilio habitual de los alumnos y sus modos de desplazamiento hasta el centro educativo, seran datos fundamentales para poder establecer politicas adecuadas de movilidad en cada uno de los centros. Y para poder formular acciones conjuntas en esta materia sobre una region, se requiere conocer con rigurosidad, y de una forma global, el problema existente en un gran numero de centros. En este trabajo se desarrolla una investigacion sobre seguridad vial en entornos escolares, basada en las nuevas tecnologias de informacion y comunicacion, desarrollando y aplicando tecnicas de geolocalizacion a traves de Internet, que permiten relacionar datos sobre el comportamiento de los usuarios de los viales, con las localizaciones del origen y destino de los desplazamientos. De esta manera se dispone de informacion desagregada de gran interes para analizar sobre Sistemas de Informacion Geografica (SIG), estudiando rutas optimas desde domicilios a centros educativos, viales empleados, longitudes de recorridos, caracteristicas de los desplazamientos, adecuacion de infraestructuras, modos y servicios de transporte, etc., con lo que se elabora un complejo informe estadistico sobre la movilidad escolar. Este trabajo cuenta con una subvencion de la DGT para el desarrollo de proyectos de investigacion en el area de trafico, movilidad y seguridad vial correspondientes a 2015. DOI: http://dx.doi.org/10.4995/CIT2016.2016.4107
This paper describes the use of Virtual Worlds technology to implement a virtual museum for an interpretation center on the theme of the use of mosaics in ancient Roman villas. In order to foster the comprehension of the meaning of these archaeological remains, incomplete mosaics were completed digitally and placed in virtual rooms to recreate the atmosphere. A musealization of the virtual domus was then carried out. The environment was developed on an OpenSim based virtual world, which was prepared to hold groups of avatars characterized as Roman males and females, children and adults. Text chat and sound enable every visitor to share opinions with other remote users, and to perform guided tours. The system also permits to give lectures to remote audiences utilizing telepresence.
The use of virtual worlds in the school is an extraordinary tool to engage the children in the process of e-learning. Although one can find many examples that describe the use of such a technology in teaching regular educational contents, very few examples replicate other classical outdoor educational activities such as a visit to a museum, including the remote interaction with the docents of the visited institution. In this work, the results of a study of the user experience of three groups of children within a flexible virtual space that connects schools and museums are described and evaluated. This integrated educational space not only includes the exploration of exhibition areas but also the telepresence talks on the part of museum personnel, simulations, educational work in the form of virtual quests, all within a multi-user virtual environment based on OpenSim and simultaneously accessible from the different institutions involved in the experiment. The results obtained could serve as a starting point for a future implementation of this platform for connecting educational institutions and museums across an entire city.
This paper proposes a new way to navigate inside virtual architectural environments such as those used in the field of Virtual Archaeology. This approach is based on the study of human movement inside real buildings to design a computer aided navigation system that could help visitors of virtual reconstructions to take their journey inside digital 3D environments in a more human-like manner.